Erumaru

A single-player PvE auto chess roguelite in development. The closed beta is free, invitations go out to this list

Language: EN English

Mobs

The mobs of ten lands, from normal ones to bosses. Each one teaches something, and each land breaks a different kind of squad

Act 1 · Dam Folk

The Great Dam

Turbines of the Lightgrid stand still under the Haze, and the crews in blue overalls still hold the line. Guardian: Sergeant Kord, the Black Searchlight. Boss: Tarvin, the Torn Sluice

  • Haze Lineman

    Normal

    line fighter

    armor for every neighbor

    Health
    440
    Attack
    28
    Attacks/s
    0.7
    Armor
    2
    Magic resist
    0%
    Range
    1

    From floor 2 · threat 1

  • Sluice Shieldbearer

    Normal

    front row tank

    the flap cuts ranged damage, Shield for neighbors

    Health
    540
    Attack
    24
    Attacks/s
    0.6
    Armor
    4
    Magic resist
    10%
    Range
    1

    From floor 2 · threat 2

  • Riveter Gunner

    Normal

    back row shooter

    ranging shots and a rivet that Pierces down the row

    Health
    330
    Attack
    36
    Attacks/s
    0.75
    Armor
    0
    Magic resist
    0%
    Range
    4

    From floor 2 · threat 2

  • Spillway Hound

    Normal

    pack beast

    a dead hound enrages the rest, Bleed

    Health
    360
    Attack
    30
    Attacks/s
    0.9
    Armor
    1
    Magic resist
    0%
    Range
    1

    From floor 3 · threat 2

  • Barrel Drummer

    Normal

    support

    attack speed Aura, mana for allies

    Health
    440
    Attack
    26
    Attacks/s
    0.65
    Armor
    1
    Magic resist
    10%
    Range
    1

    From floor 4 · threat 3

  • Torchbearer with a Can

    Normal

    area damage

    burning concrete under a cluster of heroes

    Health
    380
    Attack
    32
    Attacks/s
    0.65
    Armor
    1
    Magic resist
    10%
    Range
    3

    From floor 5 · threat 3

  • Pack Leader Mastiff

    Elite

    diver

    leaps at the most dangerous hero, leads the pack

    Health
    1700
    Attack
    58
    Attacks/s
    0.9
    Armor
    4
    Magic resist
    15%
    Range
    1

    From floor 3 · threat 4

  • Runaway Sentry

    Elite

    duelist

    counterattack and Taunt on your main hero

    Health
    2000
    Attack
    52
    Attacks/s
    0.75
    Armor
    6
    Magic resist
    20%
    Range
    1

    From floor 5 · threat 4

  • Sergeant Kord, the Black Searchlight

    Guardian

    commander

    a searchlight with an Aura, the order “Get him!”

    Health
    3200
    Attack
    76
    Attacks/s
    0.8
    Armor
    6
    Magic resist
    25%
    Range
    1

    From floor 8 · threat 5

  • Tarvin, the Torn Sluice

    Boss

    keeper

    three phases, a safe spot right next to him

    Health
    6400
    Attack
    92
    Attacks/s
    0.8
    Armor
    7
    Magic resist
    35%
    Range
    1

    From floor 13 · threat 5

Act 1 · Climbers

Krongrad

A city in the crowns of trees, ropes, carabiners and leaf armour. Guardian: the Thorny Gardener. Boss: Forefather Rootbreaker

  • Mossy Lynx

    Normal

    diver

    leaps at the hero with the longest range

    Health
    360
    Attack
    32
    Attacks/s
    0.85
    Armor
    1
    Magic resist
    10%
    Range
    1

    From floor 2 · threat 2

  • Lash Vine

    Normal

    control, stands still

    Root and Bleed, a cleanse frees you

    Health
    480
    Attack
    28
    Attacks/s
    0.6
    Armor
    3
    Magic resist
    20%
    Range
    2

    From floor 2 · threat 2

  • Puffer

    Normal

    nuisance

    a spore cloud with Blind after death

    Health
    440
    Attack
    26
    Attacks/s
    0.6
    Armor
    2
    Magic resist
    10%
    Range
    1

    From floor 2 · threat 1

  • Phosphor Moth

    Normal

    caster

    spreads the Phosphor Trail mark and hits everyone marked

    Health
    320
    Attack
    34
    Attacks/s
    0.7
    Armor
    0
    Magic resist
    30%
    Range
    4

    From floor 3 · threat 3

  • Nameless Climber

    Normal

    fighter

    35% evasion against attacks, lost under crowd control

    Health
    340
    Attack
    30
    Attacks/s
    0.75
    Armor
    2
    Magic resist
    15%
    Range
    1

    From floor 4 · threat 3

  • Asphalt Sprout

    Normal

    tank, support

    Shield for neighbors on a timer

    Health
    620
    Attack
    22
    Attacks/s
    0.5
    Armor
    5
    Magic resist
    20%
    Range
    1

    From floor 5 · threat 2

  • Night Huntress

    Elite

    hunter shooter

    the Moon Prey mark and a hop back with invisibility

    Health
    1450
    Attack
    58
    Attacks/s
    0.9
    Armor
    3
    Magic resist
    25%
    Range
    5

    From floor 3 · threat 4

  • Pantograph Stag

    Elite

    rammer, pack leader

    a ram along the line and an Aura for beasts

    Health
    1800
    Attack
    52
    Attacks/s
    0.7
    Armor
    5
    Magic resist
    20%
    Range
    1

    From floor 5 · threat 4

  • the Thorny Gardener

    Guardian

    witch, mistress of the field

    thorny hedges, swaps places with a ranged hero, thorns

    Health
    4000
    Attack
    78
    Attacks/s
    0.9
    Armor
    4
    Magic resist
    35%
    Range
    3

    From floor 8 · threat 4

  • Forefather Rootbreaker

    Boss

    ancient keeper

    roots under clusters, wakes the two elms of the board

    Health
    8200
    Attack
    95
    Attacks/s
    0.7
    Armor
    6
    Magic resist
    45%
    Range
    2

    From floor 13 · threat 5

Act 1 · Tidefolk

The Sunken Port

Container plate, signal orange and the tide that never stops. Guardian: Boatswain Winch. Boss: Captain Dead Calm

  • Boathook Man

    Normal

    melee fighter

    Cleave 40% on the target's neighbors

    Health
    460
    Attack
    30
    Attacks/s
    0.75
    Armor
    2
    Magic resist
    0%
    Range
    1

    From floor 2 · threat 1

  • Dock Hooker

    Normal

    shooter, pull

    the hook yanks out the farthest hero

    Health
    340
    Attack
    38
    Attacks/s
    0.6
    Armor
    0
    Magic resist
    10%
    Range
    4

    From floor 2 · threat 2

  • Keg Crab

    Normal

    living mine

    explodes on everyone nearby after death

    Health
    420
    Attack
    24
    Attacks/s
    0.7
    Armor
    5
    Magic resist
    0%
    Range
    1

    From floor 2 · threat 2

  • Thief Gull

    Normal

    backline diver · flies

    flies to the hero with the most mana and burns it

    Health
    300
    Attack
    30
    Attacks/s
    0.9
    Armor
    0
    Magic resist
    0%
    Range
    1

    From floor 3 · threat 2

  • Dead Diver

    Normal

    tank

    a water shield on every Flood

    Health
    520
    Attack
    28
    Attacks/s
    0.55
    Armor
    3
    Magic resist
    20%
    Range
    1

    From floor 4 · threat 2

  • Fuel Oil Jellyfish

    Normal

    weakening · flies

    Curse stacks, Root on the 5th

    Health
    380
    Attack
    26
    Attacks/s
    0.7
    Armor
    1
    Magic resist
    30%
    Range
    2

    From floor 6 · threat 3

  • Fog Singer

    Elite

    witch, control · flies

    flies near the water, Charms the strongest hero

    Health
    1500
    Attack
    55
    Attacks/s
    0.85
    Armor
    3
    Magic resist
    35%
    Range
    3

    From floor 3 · threat 4

  • Retinue Recruiter

    Elite

    commander, summoner

    raises fallen mobs, a Wound aura

    Health
    1900
    Attack
    52
    Attacks/s
    0.75
    Armor
    5
    Magic resist
    25%
    Range
    1

    From floor 6 · threat 4

  • Boatswain Winch

    Guardian

    brute, displacement

    throws a hero behind his own line, kegs of fuel down the row

    Health
    4000
    Attack
    78
    Attacks/s
    0.8
    Armor
    6
    Magic resist
    30%
    Range
    1

    From floor 8 · threat 5

  • Captain Dead Calm

    Boss

    commander, anchor

    the anchor drags a cluster of heroes, the ninth wave down the open rows

    Health
    8200
    Attack
    95
    Attacks/s
    0.75
    Armor
    7
    Magic resist
    40%
    Range
    1

    From floor 13 · threat 5

Act 2 · Departed

The Blind Tunnels

Railway crews in gas masks with green fire in the chest, trains that never arrived. Guardian: the Eternal Dispatcher. Boss: the Matron of the Terminus

  • Trackman with a Crowbar

    Normal

    melee, blocker

    falls into a pile of bones and gets up unless the pile is finished within 3 s

    Health
    480
    Attack
    30
    Attacks/s
    0.6
    Armor
    4
    Magic resist
    0%
    Range
    1

    From floor 15 · threat 2

  • Weeping Platform Shade

    Normal

    control

    −40% physical damage, Fear through the wall

    Health
    360
    Attack
    32
    Attacks/s
    0.7
    Armor
    0
    Magic resist
    30%
    Range
    2

    From floor 15 · threat 3

  • Tunnel Hound

    Normal

    fast melee

    bites apply Decay up to 20%

    Health
    380
    Attack
    26
    Attacks/s
    0.9
    Armor
    1
    Magic resist
    10%
    Range
    1

    From floor 15 · threat 2

  • Ghoul from the Storeroom

    Normal

    melee, sustain

    lifesteal 30%, 50% against the wounded

    Health
    420
    Attack
    34
    Attacks/s
    0.7
    Armor
    2
    Magic resist
    10%
    Range
    1

    From floor 17 · threat 3

  • Bone Switchman

    Normal

    ranged

    every 3rd bolt pierces the corridor

    Health
    340
    Attack
    36
    Attacks/s
    0.7
    Armor
    0
    Magic resist
    0%
    Range
    4

    From floor 15 · threat 2

  • Retinue Novice

    Normal

    support

    raises a fallen mob with 40% health

    Health
    400
    Attack
    28
    Attacks/s
    0.65
    Armor
    0
    Magic resist
    25%
    Range
    3

    From floor 18 · threat 4

  • Bone Handcar

    Elite

    tank, rammer

    shield and armor for every death nearby, a ram down the corridor

    Health
    2000
    Attack
    55
    Attacks/s
    0.6
    Armor
    6
    Magic resist
    10%
    Range
    1

    From floor 15 · threat 4

  • Reaper from the Wall

    Elite

    assassin · flies

    walks through walls, the Slaughter mark

    Health
    1500
    Attack
    60
    Attacks/s
    0.85
    Armor
    3
    Magic resist
    35%
    Range
    2

    From floor 19 · threat 4

  • the Eternal Dispatcher

    Guardian

    control, aura

    Lights Out puts the corridor to sleep, Blank Line hits the sleepers

    Health
    3900
    Attack
    80
    Attacks/s
    0.8
    Armor
    5
    Magic resist
    40%
    Range
    3

    From floor 21 · threat 5

  • the Matron of the Terminus

    Boss

    boss

    three phases, the last roll call, collapsing walls

    Health
    8200
    Attack
    96
    Attacks/s
    0.75
    Armor
    7
    Magic resist
    45%
    Range
    2

    From floor 26 · threat 5

Act 2 · Moulters

The Settling Ponds

Acid green scales, rubber and hazmat gear, poison that heals its own. Guardian: the Fortune-Telling Toad. Boss: the Mother of the Drains

  • Sludge Brute

    Normal

    melee tank

    regenerates 1% per second, Wound and Burn shut it off

    Health
    500
    Attack
    26
    Attacks/s
    0.6
    Armor
    3
    Magic resist
    10%
    Range
    1

    From floor 15 · threat 2

  • Spitting Frog

    Normal

    shooter, poison

    Poison on every attack, an area spit punishes tight formations

    Health
    340
    Attack
    34
    Attacks/s
    0.75
    Armor
    0
    Magic resist
    10%
    Range
    4

    From floor 15 · threat 2

  • Pipe Jumper

    Normal

    diver

    leaps at the most fragile hero on the board

    Health
    380
    Attack
    30
    Attacks/s
    0.8
    Armor
    2
    Magic resist
    0%
    Range
    1

    From floor 15 · threat 3

  • Drain Lurker

    Normal

    ambush assassin

    starts the battle invisible by a pillar, the first hit ×2.5 against a caster

    Health
    330
    Attack
    38
    Attacks/s
    0.75
    Armor
    1
    Magic resist
    10%
    Range
    1

    From floor 15 · threat 3

  • Caustic Gnats

    Normal

    flyer, mana burn · flies

    flies to the hero with the most mana and burns it

    Health
    340
    Attack
    28
    Attacks/s
    0.9
    Armor
    0
    Magic resist
    25%
    Range
    1

    From floor 16 · threat 2

  • Retinue Skinner

    Normal

    support, the Mirror's Retinue

    Strong Cleanse and Shield for the weakest mob

    Health
    420
    Attack
    26
    Attacks/s
    0.65
    Armor
    1
    Magic resist
    30%
    Range
    3

    From floor 18 · threat 3

  • Settling Pond Boa

    Elite

    heavy melee

    deaf to damage from afar, strangling coils with Execute

    Health
    1900
    Attack
    54
    Attacks/s
    0.7
    Armor
    5
    Magic resist
    20%
    Range
    1

    From floor 15 · threat 4

  • Gnat Queen

    Elite

    summoner

    egg clutches hatch gnats, the Swarm Prey mark

    Health
    1850
    Attack
    50
    Attacks/s
    0.75
    Armor
    3
    Magic resist
    30%
    Range
    3

    From floor 16 · threat 4

  • the Fortune-Telling Toad

    Guardian

    caster, control

    the Foretold mark is removed by a cleanse, swallows a hero

    Health
    4100
    Attack
    78
    Attacks/s
    0.75
    Armor
    6
    Magic resist
    30%
    Range
    3

    From floor 21 · threat 5

  • the Mother of the Drains

    Boss

    hydra, a still center

    two heads instead of one, three phases with big strikes

    Health
    5400
    Attack
    80
    Attacks/s
    0.4
    Armor
    6
    Magic resist
    40%
    Range
    1

    From floor 26 · threat 5

Act 2 · Noonborn

The Glass Desert

Mirror masks, golden reflectors and the power of high noon. Guardian: the High Accuser. Boss: the Sphinx Without an Answer

  • Shard Scarab

    Normal

    melee swarm, explodes on death

    Glass Splash: on death it bursts, and heroes within 1 cell Burn for 3 s

    Health
    320
    Attack
    22
    Attacks/s
    0.9
    Armor
    4
    Magic resist
    20%
    Range
    1

    From floor 15 · threat 2

  • Doubling Archer

    Normal

    shooter with Illusions

    Triple Mirage: at the start of the battle makes 2 Illusions of itself

    Health
    300
    Attack
    30
    Attacks/s
    0.75
    Armor
    0
    Magic resist
    20%
    Range
    4

    From floor 15 · threat 2

  • Glass Viper

    Normal

    backline diver

    From Under the Dune: burrows at the start of the battle, invisible for 3 s, and crawls around your flank

    Health
    360
    Attack
    34
    Attacks/s
    0.8
    Armor
    2
    Magic resist
    20%
    Range
    1

    From floor 15 · threat 3

  • Glinter

    Normal

    line control

    Glint on a Pole: the beam goes from it through its target to the edge of the board

    Health
    420
    Attack
    26
    Attacks/s
    0.7
    Armor
    3
    Magic resist
    25%
    Range
    2

    From floor 16 · threat 3

  • Priest of the Noon Gong

    Normal

    timed support

    Noon: if the priest lives to the 15th second, all mobs deal +20% damage for 8 s and their attacks set heroes on fire

    Health
    380
    Attack
    20
    Attacks/s
    0.7
    Armor
    2
    Magic resist
    30%
    Range
    3

    From floor 17 · threat 4

  • Piggy Bank Beetle

    Normal

    shields, a greedy target

    Piggy Bank: every 4 s shields the ally with the least health

    Health
    340
    Attack
    16
    Attacks/s
    0.6
    Armor
    6
    Magic resist
    20%
    Range
    1

    From floor 18 · threat 2

  • Renegade Falconer

    Elite

    diving mage killer

    Dive on the Caster: at the start of the battle dives next to the hero with the most ability power, from any distance

    Health
    1600
    Attack
    60
    Attacks/s
    0.9
    Armor
    5
    Magic resist
    25%
    Range
    1

    From floor 15 · threat 4

  • Walking Transformer

    Elite

    tank with an aura and a return blast

    Heat Aura: heroes next to it Burn while they stand there and for 1 s after

    Health
    1900
    Attack
    46
    Attacks/s
    0.5
    Armor
    7
    Magic resist
    10%
    Range
    1

    From floor 18 · threat 4

  • the High Accuser

    Guardian

    executes a marked hero

    Sentence: every 8 s marks the hero with the lowest share of health

    Health
    3200
    Attack
    90
    Attacks/s
    0.7
    Armor
    6
    Magic resist
    30%
    Range
    1

    From floor 21 · threat 5

  • the Sphinx Without an Answer

    Boss

    phases, riddles, telegraphs

    The Sphinx's Question: every 15 s marks the two heroes standing closest together with the Riddle

    Health
    6000
    Attack
    100
    Attacks/s
    0.6
    Armor
    8
    Magic resist
    35%
    Range
    2

    From floor 26 · threat 5

Act 3 · Icebreakers

The Ice Bowl

Blue-skinned giants in white fur, compressors and ice picks, chill that turns into a freeze. Guardian: the White Warden. Boss: the Snow Mother

  • Frost Wolf

    Normal

    pack melee

    Pack Grip: +12% damage for every other wolf attacking the same target, up to +36%

    Health
    380
    Attack
    30
    Attacks/s
    0.85
    Armor
    2
    Magic resist
    15%
    Range
    1

    From floor 28 · threat 2

  • Ice Porcupine

    Normal

    tank with thorns

    Ice Quills: a melee attacker takes damage and Armor Break

    Health
    540
    Attack
    22
    Attacks/s
    0.6
    Armor
    6
    Magic resist
    20%
    Range
    1

    From floor 28 · threat 2

  • Chill Haze

    Normal

    flying mana hunter · flies

    Extraction: every attack burns up to 6 mana and deals as much magic damage

    Health
    340
    Attack
    22
    Attacks/s
    0.8
    Armor
    0
    Magic resist
    35%
    Range
    3

    From floor 31 · threat 3

  • Boulder Thrower

    Normal

    ranged area damage

    Good Eye: the boulder flies at the cell with the most heroes around it

    Health
    380
    Attack
    34
    Attacks/s
    0.55
    Armor
    2
    Magic resist
    15%
    Range
    4

    From floor 28 · threat 2

  • Thaw Maiden

    Normal

    support, removes Freeze

    Thawing: instantly frees mobs within 3 cells from Freeze and Chill

    Health
    420
    Attack
    20
    Attacks/s
    0.7
    Armor
    1
    Magic resist
    30%
    Range
    3

    From floor 28 · threat 3

  • Dead Man from the Ice Hole

    Normal

    pull

    Dead Weight: cannot be moved, its under-ice hook drags in your farthest ranged hero

    Health
    440
    Attack
    28
    Attacks/s
    0.6
    Armor
    4
    Magic resist
    20%
    Range
    1

    From floor 30 · threat 3

  • Outcast Icebreaker

    Elite

    breaker of the frozen

    Cleaver: an attack on a frozen hero Shatters for +150% damage and ends the Freeze

    Health
    2000
    Attack
    70
    Attacks/s
    0.55
    Armor
    7
    Magic resist
    25%
    Range
    1

    From floor 28 · threat 4

  • Blizzard Witch

    Elite

    marks and summons

    Frost mark: attacks stack it on heroes, and it spreads to their neighbors

    Health
    1500
    Attack
    40
    Attacks/s
    0.7
    Armor
    3
    Magic resist
    40%
    Range
    3

    From floor 35 · threat 4

  • the White Warden

    Guardian

    pack leader

    Nose for Cold: whenever a hero is frozen, leaps to them and bites for 200% of attack

    Health
    3100
    Attack
    95
    Attacks/s
    0.75
    Armor
    6
    Magic resist
    30%
    Range
    1

    From floor 34 · threat 5

  • the Snow Mother

    Boss

    blizzard and phases

    Grey Lullaby: every 3 s every hero gets a stack of Chill and magic damage

    Health
    5600
    Attack
    80
    Attacks/s
    0.7
    Armor
    7
    Magic resist
    35%
    Range
    3

    From floor 39 · threat 5

Act 3 · Welders

The Furnace

Brands, welding masks and glowing seams on heavy armour. Guardian: the Senior Pourer. Boss: Cast-Iron Head

  • Branded Golem

    Normal

    construct tank

    Guard Brand: the brand on its chest swallows 3 enemy abilities whole

    Health
    520
    Attack
    20
    Attacks/s
    0.55
    Armor
    5
    Magic resist
    20%
    Range
    1

    From floor 28 · threat 2

  • Sapper with a Wheelbarrow

    Normal

    ranged demolisher

    Powder Keg: every 7 s throws a keg at the hero with the most allies around

    Health
    320
    Attack
    22
    Attacks/s
    0.7
    Armor
    1
    Magic resist
    20%
    Range
    4

    From floor 28 · threat 3

  • Drop of Melt

    Normal

    splitting melee

    Molten Splash: on its first death splits into 2 droplets

    Health
    400
    Attack
    22
    Attacks/s
    0.7
    Armor
    2
    Magic resist
    30%
    Range
    1

    From floor 28 · threat 2

  • Mine Centipede

    Normal

    miner

    Mine Laying: before the first step puts 2 mines by the way out of the passage

    Health
    360
    Attack
    20
    Attacks/s
    0.8
    Armor
    3
    Magic resist
    20%
    Range
    2

    From floor 30 · threat 3

  • Bellows Foot

    Normal

    aura

    Hot Draft: a two-way aura while it lives

    Health
    400
    Attack
    16
    Attacks/s
    0.6
    Armor
    2
    Magic resist
    20%
    Range
    1

    From floor 29 · threat 3

  • Convict with a Slab

    Normal

    a wall in the passage

    Blockade: at the start of the battle walks into the passage and plugs it

    Health
    560
    Attack
    24
    Attacks/s
    0.5
    Armor
    6
    Magic resist
    20%
    Range
    1

    From floor 28 · threat 3

  • Tunneler

    Elite

    line rammer

    Drive: every 8 s rams through a whole line

    Health
    1700
    Attack
    50
    Attacks/s
    0.75
    Armor
    6
    Magic resist
    25%
    Range
    1

    From floor 30 · threat 4

  • Renegade Brander

    Elite

    support and Fracture

    Weld-On: every 8 s works at any distance

    Health
    1600
    Attack
    52
    Attacks/s
    0.7
    Armor
    7
    Magic resist
    30%
    Range
    1

    From floor 32 · threat 4

  • the Senior Pourer

    Guardian

    row control

    Pouring: every 10 s floods a row with molten metal

    Health
    2900
    Attack
    60
    Attacks/s
    0.6
    Armor
    7
    Magic resist
    35%
    Range
    2

    From floor 34 · threat 5

  • Cast-Iron Head

    Boss

    keeper of the works

    Cast-Iron Crust: every physical hit gives him +0.5 armor, up to +15

    Health
    5400
    Attack
    110
    Attacks/s
    0.55
    Armor
    7
    Magic resist
    35%
    Range
    1

    From floor 39 · threat 5

Act 3 · Highriggers

The Mast Ridge

Bird folk on masts and antennas above the clouds, wind, lightning and dives. Guardian: the Warden of the Last Mast. Boss: Great-Grandfather Thunder

  • Mast Harpy

    Normal

    flying diver · flies

    Nose for a Weak Wing: flies and dives at the weakest

    Health
    330
    Attack
    30
    Attacks/s
    0.9
    Armor
    1
    Magic resist
    20%
    Range
    1

    From floor 28 · threat 3

  • Discharger Owl

    Normal

    mage, chain lightning · flies

    Running Lightning: the chain hops only 2 cells, and every hop hits 20% harder

    Health
    290
    Attack
    20
    Attacks/s
    0.6
    Armor
    0
    Magic resist
    25%
    Range
    3

    From floor 28 · threat 3

  • Bridge Holder

    Normal

    control, holds the footbridge

    Hold the Footbridge: at the start of the battle takes the nearest free footbridge

    Health
    450
    Attack
    26
    Attacks/s
    0.6
    Armor
    5
    Magic resist
    20%
    Range
    1

    From floor 28 · threat 2

  • Pickpocket Magpie

    Normal

    buff thief · flies

    Someone Else's Light: flies and goes for the hero with the biggest shield or the most buffs

    Health
    340
    Attack
    30
    Attacks/s
    0.85
    Armor
    2
    Magic resist
    20%
    Range
    1

    From floor 29 · threat 2

  • Cloud Bubble

    Normal

    support, keeps its distance · flies

    Drift: flies and keeps away from heroes

    Health
    390
    Attack
    18
    Attacks/s
    0.6
    Armor
    2
    Magic resist
    35%
    Range
    2

    From floor 28 · threat 3

  • Avenger Hawk

    Normal

    flying avenger · flies

    Wind for the Fallen: flies straight over the void

    Health
    320
    Attack
    29
    Attacks/s
    1
    Armor
    1
    Magic resist
    20%
    Range
    1

    From floor 28 · threat 2

  • Thunder Condor

    Elite

    flying formation breaker · flies

    Condor's Sweep: flies straight over the void and breaks up formations

    Health
    1600
    Attack
    62
    Attacks/s
    0.6
    Armor
    5
    Magic resist
    25%
    Range
    1

    From floor 29 · threat 4

  • Duelist Raven

    Elite

    duelist diver · flies

    Challenge to a Duel: every 10 s marks the hero with the highest attack

    Health
    1500
    Attack
    58
    Attacks/s
    0.8
    Armor
    6
    Magic resist
    25%
    Range
    1

    From floor 32 · threat 4

  • the Warden of the Last Mast

    Guardian

    master of the footbridges

    Lightning Rod Discharge: every 9 s lights up the cells around the farthest hero, then strikes

    Health
    3000
    Attack
    80
    Attacks/s
    0.7
    Armor
    7
    Magic resist
    35%
    Range
    2

    From floor 34 · threat 4

  • Great-Grandfather Thunder

    Boss

    flying lord of the storm · flies

    Circling the Masts: in the first phase sits at the far edge and flies away from heroes who come close

    Health
    5600
    Attack
    95
    Attacks/s
    0.75
    Armor
    7
    Magic resist
    35%
    Range
    4

    From floor 39 · threat 5

Act 4 · the Hellborn nearby

The Lamp Room of the Spire

The Keymasters, the Voice of the Mirror, and the Empty Mirror itself: three phases, and it copies the strongest ability of your squad

  • Retinue Man-at-Arms

    Normal

    tank, covers neighbors

    Mirror Screen: while shielded, takes a quarter of the damage aimed at a neighboring mob

    Health
    540
    Attack
    26
    Attacks/s
    0.55
    Armor
    6
    Magic resist
    25%
    Range
    1

    From floor 40 · threat 2

  • False Afterglow

    Normal

    copies a hero's calling

    Someone Else's Role: at the start of the battle takes the calling of the hero opposite

    Health
    400
    Attack
    31
    Attacks/s
    0.6
    Armor
    3
    Magic resist
    20%
    Range
    1

    From floor 40 · threat 3

  • Haze Bearer

    Normal

    area Decay

    Grey Trail: on death the canister bursts into a cloud of murk for 4 s

    Health
    380
    Attack
    22
    Attacks/s
    0.6
    Armor
    2
    Magic resist
    20%
    Range
    2

    From floor 40 · threat 3

  • Glass Sentry

    Normal

    reflects ability damage

    Mirror Facet: 30% of the ability magic damage it takes goes back to the caster

    Health
    500
    Attack
    34
    Attacks/s
    0.5
    Armor
    3
    Magic resist
    40%
    Range
    1

    From floor 40 · threat 3

  • Retinue Page

    Normal

    interrupts casts, support

    Interception: when a hero nearby fills up on mana, Silences them for 1.5 s

    Health
    320
    Attack
    20
    Attacks/s
    0.65
    Armor
    1
    Magic resist
    30%
    Range
    3

    From floor 40 · threat 4

  • Faded Hellborn

    Normal

    melee damage, takedowns

    Blood Payment: every attack costs it 2% of its own max health

    Health
    420
    Attack
    34
    Attacks/s
    0.7
    Armor
    3
    Magic resist
    20%
    Range
    1

    From floor 41 · threat 3

  • Keymaster of the Bolt

    Elite

    tank of the pair, Taunt

    One Key for Two: while both Keymasters live, each takes 25% less damage

    Health
    1800
    Attack
    62
    Attacks/s
    0.6
    Armor
    7
    Magic resist
    30%
    Range
    1

    From floor 40 · threat 4

  • Keymaster of the Lockpick

    Elite

    assassin of the pair, dive

    One Key for Two: shared with the Keymaster of the Bolt, a lockpick in the back every 9 s

    Health
    1500
    Attack
    56
    Attacks/s
    0.85
    Armor
    4
    Magic resist
    30%
    Range
    1

    From floor 40 · threat 4

  • the Voice of the Mirror

    Guardian

    decrees, marks, beam

    Decrees: from the 4th second reads out a new decree every 10 s

    Health
    3000
    Attack
    70
    Attacks/s
    0.7
    Armor
    7
    Magic resist
    35%
    Range
    3

    From floor 41 · threat 5

  • the Empty Mirror

    Boss

    copies your squad's abilities

    Someone Else's Face: copies the strongest abilities of your heroes and casts them back

    Health
    6200
    Attack
    88
    Attacks/s
    0.75
    Armor
    7
    Magic resist
    35%
    Range
    2

    From floor 42 · threat 5

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